I find it odd that they had changed how knockback works. Because Hammond oddly has become an interesting counter to Baptiste’s immortality field.
I find myself just working the enemy down and when he pops that field, I just quickly boop through the field and finish the enemy off or just to knock them out of it in hopes they will get picked off outside of it.
It seems to work very well with this new knockback change.
Other notes. Hammond’s pile driver does damage to the immortality field. Oddly, the minefield does surprisingly good against a group of players trying to use the immortality field because there are mines outside of it too. So if they get booped outside the field or try to walk out, instant death. So I would probably spread the love if they try to cuddle up into that field.
Anything anyone else has noticed?
Anything with boops is a good counter to it. A big weakness to the ability is that it encourages teams piling up in one spot and can backfire. At first glance that doesn’t seem like an issue if you’re literally invincible, but you still take damage until you hit the minimum health the field allows. If anyone gets booped out of the field unexpectedly, they are basically going to die immediately.
Doomfist and Hammond just absolutely have a field day when the whole team bunches together in one spot thinking they are safe.
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I’m curious about the new knockback changes… I’m on ps4 so I can’t check them out myself.
Is it good thing or a bad thing, concerning hammond players? Does it mean that all boops make the enemy move the same amount, regardless of speed that you’re rolling?
Will I still be able to practice bowling moves with enemy reinhardt? And can I still double boop people to take them further away from their team?
And what about the movement changes mid air, if a Lucio boops you while mid air will you lose all momentum?
I’d greatly appreciate it if you could enlighten me a little 
Ok. So I have 500 hours on Hammond and I play him to his full potential.
Overall from testing, this has been the results.
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Booping through a team just feels amazing. They fly back so far in different directions.
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If someone boops you, like a lucio, you will lose momentum or even nearly stop just like before. Lucio is meant to do this is why. HOWEVER. If lucio boops you when you are caught off guard, you will boop pretty far just like any other hero because holding forward no longer matters. The only different is if you are already going fast, which in that case, you won’t just fly backwards but instead stop or lose momentum.
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As Hammond, you will no longer get inconsistent boops. If you try to boop 3 people off the side of a cliff, they will act closer to what you are going to imagine instead of them just being booped 1 inch and surviving on the side of the cliff which was really annoying simply because the Roadhog was holding ‘Forward’.
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Because of these boop changes, it feels a LOT better to choose the tactic of “I better slingshot through their team to knock them all back because they are trying to move in hard”. It feels good now.
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Because of the booping changes, booping someone out of position or pushing an enemy tword your team and away from the enemy team feels so much better and predictable.
*As for Dva… It seems like you no longer do anything to her. Its odd. if I remember correctly, if you slingshot fast and dva charges you, I think you both lose momentum instead of Hammond just losing the push fight. But, I don’t think Hammond overrides her at all still when both are charging each other. So Dva can still mess you up in a weird way. Needs more testing.
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oddly hammond has pretty oddly knockback which is pretty oddly
conclusion; very oddly
yes, thank you - this is exactly what I was hoping for, but I was not sure how to read those changes.
As an Orisa / Hammond main I am pretty excited to get this patch live. Hope it happens asap
Ain’t even any cosmetics yet. Gonna be a while.